How would i get this effect in Blender, i know it works in Eevee, or at least what i’ve tried so far does somewhat, but i cannot get this to function in cycles
The video shows what the node system in Godot does, and i’d like to recreate it in Blender, specificly in Cycles as it helps make the fake Trees blend in better with the real ones
Godot is a game engine. It uses fundamentally different architecture from a DCC app like Blender. Not everything in Godot can be ported to Blender and vice versa. Also, Eevee and Cycles use fundamentally different architecture. If you can get something to work in Eevee but not Cycles, it is an architecture issue. Eevee can do things Cycles cannot (and vice versa). There’s nothing you can do to override these limitations in 99% of cases
You can’t build a cabinet with a hand mixer, nor can you make a cake with a screwdriver. Different tools accomplish different tasks- especially in the software sense
Ok and what am asking about has to do with shaders where it is for sure possible, Likely has to be done a little differently, but it Very much should be possible in this case. since in my case am just hijacking the normal slot to apply some kind of custom Lighting to make those black spots not appear behind Flat planes and blend in better with the real trees (The video now should show this Properly, it has one laggy bit but not anything that should hopefully not interfere with looking at it, i legit hate how i prob had to record that like 5 or more times to get something that wasn’t too big in file size or laggy)
I know There is likely a way to do this in Blender Cycles too, but it likely requires something else i’d image, and prob a slightly more complex node setup i would image
So if there is someone who also uses godot… then that one doesn’t know that you have a question to convert a godot shader trick into any blender renderer… (title of you question…)…
You might also just tell people what this binormal, view input do… (second i guess could be Is Camera Ray ?? ) and also this Texture2DParameter + Texture2D combo (just Image ???) does…
… since it seems you came up with this by yourself… or used any tip for this ??
And to be honest: i don’t really see what effect you are talking about… black spots ?? Shadows ?? There has to be some trick to do this ?? Blending… ??? IDK…
This is what the trees look like without the effect ,it has those black patches duo to just being 2 polygons intersecting with each other to make a tree and lighting not working so well with it, or, maybe not so well, but, just somethin to do with the lighting that does this
i just know it mostly seems to do something to how the light is interacting with trees, what way i can’t exactly tell ya but i just at least know it does somethin to do with that
to see what Binormal is, it should be as easy as just looking that up, since thats what i did when i was tryin to recreate it in blender
its a cross product of Tangent and Normal
View as far as i know may have to do with Camera view but i am unsure, i do know the nodes on Godot are based on how actual shaders work and as far as i know, at least in Godot you can do pretty much anything you can do with a normal shader using the visual shaders, since it has all the nodes required for that
I can prob ask in the Godot Discord what View is suppose to be exactly to get a good awnser to that, just to check what it is exactly
The Texture part am just using to overlay a texture ontop to add some kind of extra fake shading around the edges, not really anything special with that one as its main stuff is coming from the view and Binormal
Ahh now is see… i wonder how this scene does look like in EEVVEE or Cycles… did you tried ?? Maybe it just don’t appear becaue like @joseph said: different renderengine…
…maybe id this is needed then could this be done by making then slighty translucient ??
it Does work in Eevee it seems like, Tho Eevee seems like it might also be doing something different with the normal slot slightly for why it works since it almost seems like it can take other things to get a similer effect for some reason , Tho do work slightly differnetly since in that video they change light on the objects based on the angle
so if you’re behind them where no light is, they look much darker but as you slowly move to where light is hitting it, the light of all of them slowly change to match the what the lighting should look like
i know it might be hard to notice as i had shadows enabled in the scene, which prob adds ontop of that
where in Eevee i don’t think i’ve gotten it work exactly like this yet, but at least does something kinda similer just not in the exact same way so far but as for cycles, i haven’t gotten it to work in cycles
If anything i know it should be doable it just might require a real custom shader aside from just plugging something into a normal slot on Diffuse BSDF, or just basicly a little more work to get it i’d have to guess, That or its just cause i don’t got a node thats doing the right thing atm that has to be recreated manually with more nodes
This kind of sounds like you need to use backfacing and / or something else in the Geometry or Light Path Nodes.
The image shows how to make a mesh transparent on the back faces.
The Normal Socket or the Is Shadow Ray Socket on the Light Path Node may be useful for your problem.
Uh… if your post refers to how i mention they act, That is infact the intended way for part of how they are suppose to act, Also what i mentioned is in Godot, not Eevee or cycles, i have yet to get them to act the same in either or even look the same yet in Cycles as so far i haven’t gotten it to work yet in cycles
just to check, is the shader you posted in reference to the way the Light changes or to the actual thing am tryin to recreate in cycles atm?
Since atm am just kinda waitin on knowin a way to recreate the actual effect in cycles, not just the Light changing bit but the way the meshs end up looking while the effect is active where the way light interacts is different kinda
Also i may have misunderstood slightly what the shader you posted is suppose to do, since i haven’t yet tried it at the time of me writing this
I did post a picture of what the shader in Godot is that does the effect, and have tried messing with the normal slot but so far i haven’t gotten it to work correctly as it almost seems like Cycles is just ignoring any custom Lighting am trying to give it and is taking it as a normal map instead, or at least something different then what is expected atm